GGACR/Chipp Zanuff/Frame Data

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System Data[edit]

Defense Modifier: x 1.30
Guts Rating: 4
Stun Resistance: 50
Prejump: 3
Backdash Time: 21
Backdash Invincibility: 1-9
Wakeup (Face Up/Down): 59 / 46

Normals[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
5P 6 1.44 3 8 1 Mid CSJR 4 2 6 +2
5K 12 1.44 3 8 1 Mid CSJR 5 5 8 -3
  • Initial prorate 85%
c.S 28 2.64 10 7 3 Mid SJR 4 1 11 +2
f.S 26 2.64 10 7 3 Mid SJR 6 1 19 -6
5H 36 3.84 20 6 5 Mid SJR 7 7 12 0
6P 18x2 2.64x2 10x2 7 3 Mid SJR 9 3(9)5 10 -1
  • Above knees invincible 1~11F
6K 20 2.60 6 7 2 High, Air RF 19 7 3+landing 3 -1
  • Chipp is airborne from 5F onwards
  • Slides opponent on CH (untechable for 42F, slides for 28F)
  • FRC timing 16~18F
  • Initial prorate 75%
6H 60 3.84 20 6 5 Mid SJR 17 6 15 -2
  • Staggers opponent on hit (Max 35F)
  • Groun bounces opponent on air hit (untechable for 28F, CH for 46F)
5D 17 2.64 8 20 3 High R 27 4 9 +1
2P 6 1.44 -3 8 1 Mid CSR 4 2 7 +1
  • Initial prorate 80%
2K 8 1.44 3 8 1 Low SR 5 4 7 -1
  • Initial prorate 70%
2S 28 2.64 10 7 3 Mid SR 7 4 11 -1
2H 34 3.84 20 6 5 Mid SR 7 10 19 -10
  • Floats opponent on hit (untechable for 30F, on CH for 56F)
  • Initial prorate 80%
2D 26 2.64 5 7 2 Low SR 9 2 18 -8
  • Feet invincible 5~10F
j.P 8 1.44 3 8 1 High, Air CSR 5 4 4 -
j.K 16x2 1.44x2 3x2 8 1 High, Air CSJR 5 6,2 8 -
  • 2nd hit slams down opponent on hit
j.S 28 2.64 10 7 3 High, Air SJR 9 10 18 -
j.H 26x2 2.64x2 10x2 7 3 High, Air SR 8 6,6 26 -
j.D 32 2.64 10 7 3 High, Air SR 6 8 18+5 after landing -
  • Initial prorate 80%
  • Slams down opponent on hit (untechable for 18F)
  • Slides opponent on CH (untechable for 54F, slides for 32F)

Universal Mechanics[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw 60 4.00 - 6 - 88 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R 11 5 15 -6
  • Fully invincible 1~15F
  • Throw invincible 16~25F
  • Wallbounces opponent on hit (untechable on ground hit for 28F)
  • Ground Hit is untechable for 28F
  • Initial prorate 50%
  • 30F total to complete the move

Specials[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Sakuganki
j.2K
16x3 -/1.44x3 3x3 8x3 1 High, Air SR 8 Until landing 3 after landing -
  • Hitstop 5F
  • Has a minimum height requirement
  • Can cancel landing recovery with anything but movement
  • 3 hits max
Sankakutobi
j.46
- - - - - - - - - - -
  • Chipp is in CH state during move
  • Has a minimum height requirement
  • Chipp sticks to the wall 1~10F
  • Chipp flies off the wall on 11F
  • Can input additional air movements from 12F onwards
  • Can be done whenever a double or triple jump is possible
  • Can cancel Teleport, Genrouzan-You or aerial moves into Sankakutobi
  • Inputting anything except 3, 6 or 9 during the start of the move changes the move's angle
Alpha Blade
236P
44 1.50/3.60 14 6 4 Mid R 18 15 landing 34 -32
  • Chipp is airborne from 1F onwards
  • Low profile 5~17F
  • Chipp can pass through the opponent 15~32F
  • Floats opponent on hit (untechable for 30F)
  • Chipp is in crouching state during recovery
  • Hitstop 0F
  • Can cancel into Alpha Plus 37~51F
Alpha Plus
Ground
38 1.50/6.00 14 6 4 Mid RF 8 12 12 -7
  • Slams down and knocks down opponent on hit
  • Wallsticks opponent on CH (untechable for 80F, sticks for 30F)
  • Chipp is in crouching state while moving
  • FRC timing 6~7F
Air Alpha Blade
j.236P
40 0.75/3.60 10 7 3 All RF 14 14 21 after landing -22
  • Low profile 4~13F
  • Chipp can pass through opponent 4~27F
  • Floats opponent on hit (untechable for 45F)
  • Chipp is crouching during landing recovery
  • Hitstop 0F
  • FRC timing 14~16F
  • Listed Frame Adv is for fastest possible TK Air Alpha Blade (startup 17F)
Beta Blade
623S
45 2.00/6.00 10 7 3 Mid RF 5 22 17+landing 10 -35
  • 1-8F fully invincible
  • 9-12F strike invincible
  • Chipp is airborne from 9F onwards
  • Blows opponent away on hit
  • Untechable for 37F if Chipp hits while grounded
  • Untechable for 30F if Chipp hits while airborne
  • Blows away opponent, fully untechable on CH
  • FRC timing 29~30F
  • Auto Jump Install
Air Beta Blade
j.623S
40 2.00/4.80 20 6 5 All R 3 18 8 after landing -
  • Strike invincible 1~4F
  • Blows opponent away on hit (untechable for 22F)
  • Blows away opponent, fully untechable on CH
  • Chipp is in a crouching state during landing recovery
Gamma Blade
41236H
32 2.00/1.20 0 20 3 All - 15 9 29 +5
  • Freezes opponent in place on hit (Frame Adv +27)
  • The opponent is floated 6F after being released
  • Attack passes through other projectiles
  • Ignores OTG prorate on hit
  • Total duration on whiff: 52F
  • Chipp performs a recovery animation on hit or block (total 21F)
  • see notes *1
P Tsuyoshishiki Ten'i
22P
- 0.50/- - - - - - - - total 25 -
  • Strike invincible 9~11F
K Tsuyoshishiki Ten'i
22K
- 0.50/- - - - - - - - total 30 -
  • Strike invincible 10~12F
S Tsuyoshishiki Ten'i
22S
- 0.50/- - - - - F - - total 34 -
  • Strike invincible 10~15F
  • Chipp is airborne 10~19F
  • Can cancel into attacks from 31F onwards
  • FRC timing 16~18F
  • FRC restores jump options
H Tsuyoshishiki Ten'i
22H
- 0.50/- - - - - F - - total 20 -
  • Strike invincible 10~12F
  • Chipp is airborne from 10F onwards
  • FRC timing 13~14F
D Tsuyoshishiki Ten'i
22D
- 0.50/- - - - - F - - total 20 -
  • Strike invincible 10~12F
  • Chipp is airborne from 10F onwards
  • FRC timing 13~14F
Tsuyoshishiki Meisei
214K
- - - - - - - - - total 29 -
  • Chipp becomes partially transparent for 479F
  • Effect is gone if Chipp is hit or blocks an attack
  • Can be stacked (limit twice)
Genrouzan
41236K
90 3.00/6.00 - 6 - 10 pixels F 29 12 landing 10 -
  • Strike invincible 12~13F, 17~41F
  • Chipp is airborne from 14F onwards
  • Knocks opponent down on hit
  • Chipp is in CH state 1~11F
  • Chipp is in crouching state during landing recovery
  • Whiffed grab animation: 51F
  • Forced prorate 50%
  • FRC timing on hit 35~36F
  • Can cancel to Genrouzan-You 15~27F
Resshou
236S
18 1.25/3.00 10 7 3 Mid R 13 5 10 -1
  • Can cancel into Rokusai or Senshuu from 14F onwards
  • Floats opponent, fully untechable on CH
  • Untechable for 26F
Rokusai
Resshou > 236S
22 1.25/3.00 15 6 5 Low R 8 1 25 -7
  • Feet invincible 6~8F
  • Staggers opponent on ground CH (max 47F)
  • Can cancel to Senshuu from 9F onwards
Senshuu
Resshou or Rokusai > 236K
30 1.25/4.80 11 6 4 High RF 25 6 10+landing 12 -11
  • Low profile 9~10F
  • Chipp is airborne 15F onwards
  • Groundbounces opponent on hit ground (untechable for 35F)
  • FRC timing 15~17F
  • Auto Jump Install
Shuriken (Slow)
j.214P
1 /1.44 0 8 1 All - 23 - 6 after landing -
  • Hitstop 0F
  • Shuriken is not considered a projectile and will not clash with other projectiles
  • Chipp will perform Shuriken (Fast) next time Shuriken is performed
  • Chipp is in CH state during Recovery
  • First Shuriken thrown each round is (Slow)
  • see notes *1
Shuriken (Fast)
j.214P
1 1.00/2.64 0 7 2 All - 8 - 16+3 after landing -
  • Initial prorate 80%
  • Shuriken is not considered a projectile and will not clash with other projectiles
  • Chipp will perform Shuriken (Slow) next time Shuriken is performed
  • see notes *1
*1: If Chipp is hit, the extended part of the move disappears.(Chipp's Gamma Blade shadow, the Shurikens)

Force Breaks[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Genrouzan-You
Genrouzan > D
70 - 20 6 5 Mid R 1 10 29+3 after landing -17
  • Floats opponent, fully untechable on hit
  • Chipp is in CH state until he lands
  • Hitstop 0F
  • Forced prorate 85%
FB Alpha Blade
Ground Alpha Blade > D
44 - ?? ?? 4 Mid R 27 15 25 -23
  • Floats opponent on hit (untechable for 60F)
  • Chipp is in CH and crouching state during recovery
  • Hitstop 0F
FB Beta Blade
623D
30,20x3 - ?? ?? 4 All R 4 3(3)7(7)13 30+landing 5 -28
  • Fully invincible 1~7F
  • Strike invincible 8~26F
  • Floats opponent on hit (1st hit is untechable for 40F, 2nd hit for 50F)
  • Chipp is in CH state 27~50F
  • Hitstop 7F
  • Chipp is in crouching state during landing recovery
FB Gamma Blade
41236D
32 - ?? ?? 3 All - 15 9 19 +15
  • Freezes opponent on hit (93F)
  • Floats opponent after freeze ends (Untechable for 60F)
  • The effects are based on the last attack done during freeze time
  • Chipp is in CH state 1~33F
  • Attack passes through other projectiles
  • Ignores OTG prorate on hit
  • On hit or block, Chipp performs a recovery animation (total: 11F, in CH state 1~2F)

Overdrives[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Zansei Rouga
632146H
30x5,110 - 20x6 6x6 5 Mid RF 21+4 - landing 32 -
  • Fully invincible 1~30F
  • Strike invincible 31~33F
  • 1st-5th hits float opponent (untechable for 120F)
  • 6th hit knocks down opponent
  • 6th hit has Hitstop 0F
  • FRC timing 25-28F (visually it's during the 4F startup of the 2nd hit of the attack)
  • 6th hit only occurs if the 5th hit hits or is blocked, in which case Chipp has landing recovery 87F
Banki Mesai
236236K
7x26,30x4 - 10x26,20x4 2x26,6x4 3x26,5x4 Mid R 1+2~ - landing 10 -48
  • Strike invincible 3~10F
  • 27th-30th hits float opponent on hit
  • 27th hit is untechable for 28F
  • 28th-30th hits are untechable for 57F
  • Chipp is in a CH state until landing
  • 1st-26th hits have hitstop 0F
  • 27th-30th hits have hitstop 7F
  • If Chipp fails to make contact with the opponent, the total length of the move is 27F
  • Startup changes depending on distance

Instant Kill[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Delta End
during IK Mode: 236236H
Fatal - 3 - - Mid - 56+0 119 43+16 -
  • IK Mode activation time: 94F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P 5K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P 5K, 2K c.S, f.S, 2S 2H 5D, 2D Jump, Sp
6K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D Jump, Sp
2S - - - 5H, 2H 2D Sp
5H - - - - 5D Jump, Sp
2H - 6K - - 5D, 2D Sp
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P j.K j.S j.H j.D Jump, Sp
j.2K - - - - - Sp
j.S - - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Chipp Zanuff/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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